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Everything posted by Nyerguds
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[C&C1] Setting up XCC Editor (for making maps)
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
I just set it up so that XCC Mixer can use its own folder as data folder for XCC Editor, that's all. This obviously includes conquer.ini, since it contains all unit and building graphics. As for the Snow theater... is that supported in XCC Editor now? -
Um. What format do you have the music in? The basic method is to convert it to 22050 Hz 16-bit mono-channel WAV, and then do the Copy As AUD described above. A good tool for converting the audio to the desired format is RAD Video Tools. http://nyerguds.arsaneus-design.com/junk/tutorials/vqa_convert_aud.png Tiberian Dawn, with my 1.06c patch, has a "themes.ini" inside updatec.mix. Extract that, put it in the game folder, and you can add any new music you want to it. The format is explained in the ini file. Note that you have to manually set the length to appear in the game's playlist into the ini file (in seconds); the game can't automatically get that from the AUD file.
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sc-000.mix, sc-001.mix, sc-n64.mix and sc-psx.mix are all original files from my patch, and respectively the dino missions, covert ops, nintendo 64 missions and playstation missions. So leave them alone. Not everything starting with 'sc' are multiplayer map packs
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What part of "no converters were ever made for it" didn't you understand? All existing AUD converters can only produce mono AUD files
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CCHyper said that AUD format actually supports stereo, but no converters were ever made for it. Not by the community, anyway. It'd only be useful for the soundtrack anyway, since the C&C engine plays sound effects on the specific point on the map where they should sound from, making you hear it louder or quieter depending on how close to that spot your currently viewed area is. So making sound effects stereo would... complicate this, I guess.
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Umm, all you need is [ img ] tags around the actual image url. How hard can that be?
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By the way, what's the point of making the thumbnails into links if they just link to the same size image?
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I have no idea what you mean by that. You don't want me to make a 1.06d? And how is that related to pasting these ini files into one file? huh?
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You do realize any armed civilians placed on a multiplayer map will go and harass the most northern enemy from the start of the mission, right?
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Well, I did already find the building animations in C&C95. But generally? Yeah. The only good leads to start from are the filenames and ini strings the game uses, which are obviously in the exe as plain text, and the disassembler automatically cross-links them to the code using them. So that does help a bit. Especially since all code for initializing buildings, units and projectiles contains references to the names of their SHP graphics
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Reverse engineering is basically throwing the exe into a disassembler, which transforms the bytes back to readable code. Though since it is really only the raw instructions, things like function names or variable names are all lost, meaning a lot of the work involved is finding out what all the code does. As for modifying code, I just write my own code in the programming language of the CPU (x86 Assembler) and use some system to convert that to bytes to be inserted back into the exe file. The basic method for doing this is what's generally called "hooking"; finding the spot where the new code needs to come, modifying the code there to jump out to my own new code, and then making sure it returns to that spot after the new code was executed, so the game's normal flow can continue. There's usually no real "hex editing" involved, except for the fact my old method just generated bytes I had to paste into the exe file at the right spot. But hifi's new asm development system automates this, meaning that it can be done without any actual hex editing.
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the configuration web interface of your router, on the page where your port forwards are configured.
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Sorry, I don't do balance tweaks, because if I start with that, I'll soon be building in thousands of these tweaks for everyone's own personal idea of how balance could be improved -_-
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Well, yeah, but in that case I can also just point people to the Return of the Dawn or Dawn of the Tiberium Age mods for TS
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Woah... where'd you get the image for that radar icon?
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so... why not add cnc-ddraw?
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Problem is, loads of routers have UPNP disabled by default for security reasons... thereby defeating the whole point of having the UPNP feature in the first place.
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...or just do http://webchat.freenode.net/?channels=renproj ? :roll:
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He wasn't asking about high resolution, just about why it DIDN'T WORK on his PC -_- Rob: if the game can start, and you start seeing graphics, it's not a resolution problem, since the game never change video modes ingame.
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Thanks... I should really start putting this all into my DB. Problem is I mostly work on this on the train
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Kane just doesn't like you
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You can control that by sending them to specific locations first, with waypoints. Make a waypoint that should be more or less the middle of the player base, make them go there first, then Attack Buildings, and they'll choose targets nearest to that point.
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Just look at Solo's single player missions collection. Plenty of stuff to keep you busy in there. As for skirmish... That's only in the Hunt logic. If you make it a single player mission, and use Attack Base and Attack Units, I don't think that applies, since it works more like Area Guard and just goes for the nearest target.